Card-craps game with non-standard deck

ABSTRACT

A casino table card game is played in either a non-wild or wild (special) card version with a playing set of cards comprising multiples of six cards, with at least eight groups of six cards used in the playing set. The groups of cards comprise subsets of six cards having visually readable values of one through six (that is the subset has cards of value 1, 2, 3, 4, 5 and 6). In the play of the game, the player places an initial wager and will be going head to head versus the dealer. Whomever is closer to twelve (twelve being the best) without going over would be the winner (according to rules similar to blackjack). This is called the DÉJÀ VU 12™ portion. However, after all players have received their two initial cards and the house has received their up card, the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ portion of the game is settled against a separate wager made by the player against the bonus element of the game. Play then resumes for the DÉJÀ VU 12™ portion of the game, and all players at the table will have a chance to play their hand according to the rules stated herein for the play of DÉJÀ VU 12™. After all players have played their cards according to the rules of DÉJÀ VU 12™, the dealer reveals the house&#39;s face down card for all players to see. At this point instead of playing the house&#39;s cards, the DÉJÀ VU CRAPS™ portion of the game is settled. In essence, the sum of the house&#39;s first two cards is the roll of the dice and is played against a separate bet made by the player against the craps element of the game. After the DÉJÀ VU CRAPS™ portion is settled, play resumes for the DÉJÀ VU 12™ portion of the invention, as the dealer plays out the house&#39;s hand according to the rules stated herein, and the DÉJÀ VU 12™ portion is subsequently completed and settled.

RELATED APPLICATION DATA

This Application claims priority from Provisional U.S. Application Ser. No. 60/557,102, filed Mar. 26, 2004.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of casino table card games, casino table card games where a player's hand competes against a dealer's hand, and a casino table card game using a non-standard playing card deck that simulates craps wagering components without the use of dice.

2. Background of the Art

Blackjack or Twenty-One is a standard casino table card game that has been played throughout the world for many years. It is fundamentally a simple game and the rules (if not the strategies) can be learned very quickly. The simplicity of learning the game also leads to the potential for the game to become repetitive and for players to lose interest. To enhance player activity, numerous side bet wagers have been provided over the years, some of which involve poker-type hands being played, as described in U.S. Pat. Nos. 6,523,831; 6,481,719; 6,371,867; and 6,012,719 (Webb).

Other board games and casino table card games have attempted to add a craps-like game or component to the play of blackjack, using dice or cards for the play of the craps element.

U.S. Pat. No. 5,695,192 (Brown) describes a method and game board are disclosed for combining the play of a card game, such as twenty-one, based upon at least one card deck having fifty-two cards divided into four suites of deuces through aces and the play of craps based upon two dice each having six faces numbered one to six. The board presents a semi-circular playing arena with a dealer playing area adjacent the straight diameter of the semicircular playing arena and a plurality of player areas spaced about the circumference of the circular periphery of said semi-circular playing arena and opposed to the dealer playing area. Each of the player areas comprises a rectangular card box and a plurality of craps wager indicator circles dividing the numbers 2 through 12 into a plurality of groups for wagering at different odds for each group. After the wagers based upon the cards are settled, each player who has beaten the dealer with a blackjack is offered the roll of the dice and a craps wager on one of the craps wager circles. Before rolling the dice, the remaining players may also place bets on one of their respective craps wager circles. Each craps wager is then settled based the outcome of the roll of the dice. Other card games may come within the scope of this invention.

U.S. Pat. No. 5,413,531 (Franklin) describes a dice game involving wagering on the outcome of a toss of three dies. A player places a first bet means. If the dealer throws a preselected winning combination, such as a 4-5-6, triple, or pair and a 6, the dealer wins. If the dealer throws a preselected losing combination, such as a 1-2-3 or a pair and a one, the dealer loses. If the dealer throws a third combination, such as a pair and a 2-3-4 or 5, then the player throws in an attempt to beat the dealer. If the player throws a preselected combination, such as a 4-5-6, or a pair and single die having a value higher than that of the dealer, the player wins. If the player throws a preselected loser, such as a 1-2-3, or a pair and single die having a value less than that of the dealer, the player loses. If the player or dealer does not throw one of above stated winning or losing combinations, then the dealer or player must throw again. Each player may place a second bet that the outcome of the game will result in predetermined winning die combination yielding a predetermined winning payout. A player may also place bonus bet means, wherein if that particular throw results in a preselected combination, such as triple sixes, the player is entitled to a throw. If the player throws another preselected combination, such as a triple six, the player is entitled to a large winning payout.

U.S. Pat. No. 5,407,208 (Keller et al.) describes a kit for playing a card game having a playing board with a playing surface. The board provides a multiplicity of players' stations each including two betting positions. A dealer's draw station is also provided. The kit further includes a fifty-two card deck. The deck is made up of twenty-five 10 value cards, twenty-five 5 value cards, and two Aces. A dealer's draw value generator such as a tossable die or cube is provided which has three different numerical values represented on opposite sides of the cube. By making various bets or wagers, and being dealt playing cards, the players compete against the dealer. The winner is the one who is able to total the highest numerical value not exceeding twenty-one.

U.S. Pat. No. 4,887,819 (Walker) describes a board game incorporating various gambling methods is disclosed. A player uses either a card game similar to blackjack or a slot machine to determine the number of spaces to be moved along a segmented path, the particular game being selected by the instructions contained in the segment on which the player landed on the prior move. Each segment also contains further instructions, some of those instructions designating a further gambling apparatus and giving odds. These further apparatuses are a roulette game or a dice game, and the player landing on that segment may gamble at these games at the designated odds. Other players can join in the gambling when the roulette game and the dice game are played. The objective of the game is for a player to avoid penalties designated on the game board, acquire a majority of the playing chips until either all of the other players become “busted” or the casino bank becomes “busted”.

U.S. Pat. Nos. 4,892,648 and 6,019,373 (Brown) describe a method and game board are disclosed for combining the play of blackjack based upon at least one card deck having fifty-two cards divided into four suites of deuces through aces and the play of craps based upon two dice each having six faces numbered one to six. The board presents a semi-circular playing arena with a dealer playing area adjacent the straight diameter of the semi-circular playing arena and a plurality of player areas spaced about the circumference of the circular periphery of said semi-circular playing arena and opposed to the dealer playing area. Each of the player areas includes a plurality of craps wager indicator circles dividing the numbers 2 through 12 into three groups for wagering at different odds for each group. After the wagers are settled based upon the play of the cards in accordance with the rules of blackjack, each player who has a blackjack is offered the roll of the dice and a craps wager on one of the craps wager circles. Before rolling the dice, the remaining players may also place bets on one of their respective craps wager circles. Each craps wager is then settled based the outcome of the single roll of the dice by the player having the blackjack. The subject invention is characterized by interleaving an accumulating pot which is supported by each player placing a pot wager on one of the three wager indicator circles prior to the cards being dealt. A register keeps track of these initial pot wagers until the hand is complete. The pot accumulates from hand to hand until a player qualifies and wins at least a portion of the accumulated pot. A player qualifies to roll the dice for a portion of the pot by having a predetermined blackjack, such as the Ace and Jack of one suit or different suits. The pot is divided into three portions correlating to the odds in the respective wager indicator circles and the qualified player wins one of those portions when his initial pot wager is on the wager indicator circle having the group of numbers covering, i.e., matching, the numbers on his roll of the dice.

U.S. Pat. No. 4,746,126 (Agileri) describes a game board utilizes and teaches the basic playing and wagering parameters of a casino craps game while challenging player against player in strategic card play. The game board includes series of wagering areas before each player simulating betting areas on the casino craps table, a central pot area and a ladder-like token step advance area. The play of cards, equally dealt to the players from a standard deck, is dependent on the same throw(s) of dice as is the craps wagering play. Movement of a token is dependent on the possible discard after each throw of dice of one or more cards of a value or values reflecting the sum of the dice indicia on the thrown dice. Winning wagers or rewards are paid from a central pot area on the board from antes of the players and from previous lost wagers which are placed in the central pot area. The winner may either be the player or partnership able to first discard all its cards or move his token to the central area along the token ladder.

U.S. Pat. No. 4,515,369 (Johnson) describes a game boards in general, and more specifically to a game board that combines the elements of “craps” and “blackjack” into a single combined game, wherein the rules of blackjack apply to the movements of the game pieces, but the increment of movement is determined by the rolling of the die. In addition, the game board and game pieces cooperate to provide movable obstructions to alter the path of travel of a pair of dice thrown upon the game board.

U.S. Pat. No. 4,443,012 (Makovic) describes a combination card and dice game, comprising a quantity of chips, a deck of cards and a pair of dice, the deck of cards comprising a plurality of cards of like kind or suits, and a plurality of different suits, the number of suits corresponding to the possible combinations of numbers which can be rolled by an ordinary pair of game dice except for the number seven, each plurality of suits having for example six identical cards, the deck of cards thus comprising six cards corresponding to the number two (the lowest combination of numbers possible with a pair of dice), six cards corresponding to the number three, six corresponding to the number four, six corresponding to the number five, six corresponding to the number six, six corresponding to the number eight and so on through the number twelve (the highest combination of numbers possible with a pair of dice). The cards are dealt to players who turn down cards corresponding to each roll of dice, the player who first turns down all of his cards being the winner. When a player rolls a seven with the dice, play passes to the next player to his left. If a player rolls a number with the dice for which he does not have a corresponding card, play passes to the first player on his left who does have such a corresponding card. After each turn, the players place a chip into the pot which at the end of the game goes to the winner, the first to turn over all of his cards.

SUMMARY OF THE INVENTION

A casino table card game is played in either a non-wild card or wild (special) card version with a playing set of cards comprising multiples of six cards, with at least eight groups of six cards used in the playing set. The groups of cards comprise subsets of six cards having visually readable values of one through six (that is the subset has cards of value 1, 2, 3, 4, 5 and 6). In the play of the game, the player places an initial wager and will be going head to head versus the dealer. Whomever is closer to twelve (twelve being the best) without going over would be the winner (according to rules similar to blackjack although at a final target count of twelve). This is called the DÉJÀ VU 12™ portion of the present invention. However, after all players have received their two initial cards and the house has received their up card, the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ portion of the game is settled against a separate wager made by the player against the bonus element of the game. Play then resumes for the DÉJÀ VU 12™ portion of the game, and all players at the table will have a chance to play their hand according to the rules stated herein for the play of DÉJÀ VU 12™. After all players have played their cards according to the rules of DÉJÀ VU 12™, the dealer reveals the house's face down card for all players to see. At this point instead of playing the house's cards, the DÉJÀ VU CRAPS™ portion of the game of the present invention is settled. In essence, the sum of the house's first two cards is the roll of the dice and is played against a separate bet made by the player against the craps element of the game. After DÉJÀ VU CRAPS™ is settled, play resumes for DÉJÀ VU 12 ™, as the dealer plays out the house's hand according to the rules stated herein, and the DÉJÀ VU 12 ™ portion of the invention is subsequently completed and settled.

BRIEF DESCRIPTION OF THE FIGURES

FIGS. 1A and 1B shows two typical cards that may be used in the practice of the invention.

FIG. 2 shows a game table layout that is useful in the practice of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

A casino table card game provisionally referred to as “DÉJÀ VU 12”™ is played with non-standard sets of playing cards. The sets of playing cards use at least eight groups of six cards, and preferably seventy-two cards (one group or set of wild cards may be added for each deck used in play). Each group of six cards has values of one through six displayed on each card, preferably in equal distribution among the cards. That is, with a group of six cards, there will be one card for each value of 1, 2, 3, 4, 5 and 6. The preferred seventy-two card set would have one group or set of six wild or special cards of each value between 1 and 6, and eleven groups or sets of six cards of each value between 1 and 6.

The game of the invention takes basic aspects of the conventional table games blackjack and craps, and combines them into one game. The game is preferably played using a deck or set of seventy-two cards (multiple decks can be used—and must be used if a bonus option payout is being offered to the player), and all examples will be described and all percentages will be described based on this preferred but not absolute number of cards used in the play of the game. The bonus option portion will be described in a latter section. The deck of seventy-two cards comprises (e.g., one group or set of wild cards may be added) or consists of cards numbered 1 through 6, with the deck containing twelve of each numbered card. There will be two separate wagering areas for all players (three if the PROGRESSIVE PAYOUT—BONUS PAYOUT option is offered), and each player at the discretion of the house can play one, two, or all three of these areas at one time at the table minimums as established by the house, casino, or implementers of the game.

The game of the invention is substantially different than both of the basic games of blackjack and craps in many ways. These differences will be described in detail, and can be seen throughout this description. The main difference for the blackjack portion is that the game is played with a non-standard deck of cards numbered 1 through 6, and the ideal total count of card value in the play of the game is twelve and not twenty-one. The main difference on the craps portion is that the game is played using a deck of cards and not a set of dice, and the dealer will deal these cards, rather than the player rolling the dice. Overall, the combined nature of the game substantially differentiates it from all other gaming applications concerning the standard ways in which both blackjack and craps are delivered to the players.

The wagering elements of the game are as follows:

-   -   A. DÉJÀ VU 12™ wagering begins where the player places an         initial wager and will be going head to head versus the dealer         for a count closest to a total of 12, without exceeding a count         of 12. Whoever is closer to twelve (twelve being the best)         without going over would be the winner. If the player and dealer         tie on the sum total of their cards, the hand is a push, and         neither the house or the player wins or lose, and the player         retains all wagers placed in this area including any RAISE wager         placed as well. The RAISE wager will be discussed in greater         detail in a later section.     -   B. Each player is dealt one card face up revealing the number         for everyone to see, one at a time starting with the left of the         dealer. After all players have received their first card face         up, the dealer deals the house a card either face up or face         down. This is the option of the house. However, when dealing the         house's second card, it must be displayed in the opposite         fashion as the first card.     -   C. After dealing one card to each player face up, and one card         to the house (face up or face down), the dealer continues to         deal another card to each player face up, and finishes the         preliminary round of dealing by placing the house's second card         either face up or face down (opposite of the house's first         card).         -   a) If the house's first card is dealt face down, the second             card is dealt face up.         -   b) If the house's first card is dealt face up, the second             card is dealt face down.     -   D. The preferred method for the delivery of the cards in this         game is for the house's first card to be dealt face down, and         the house's second card to be dealt face up. Essentially, each         player gets two cards face up, and the house gets one card face         up and one card face down. Regardless of what method is chosen         for the dealing of the house's cards, the house should be         consistent in their dealing practices, and deal the dealer's         cards in the same manner for each hand.     -   E. After each player receives their cards, and the house has         received its cards, the DÉJÀ VU BONUS™—DÉJÀ VU PROGRESSIVE™         portion of the invention is settled. Once the DÉJÀ VU         BONUS™—DÉJÀ VU PROGRESSIVE™ portion of the invention is settled,         if the dealer has a six showing they shall check the hole (face         down) card to see if it is a six as well. This checking of the         hole (face down) card will occur before any player plays their         hand. If the dealer has another six, this is called a DEALER         NATURAL, and all players who do not have a NATURAL will lose         their entire initial wager. If the dealer does not have a six         showing, or does not have a NATURAL, play continues to the left         of the dealer with each player given the following options:     -   F. STAY—The player is satisfied with the sum total of their two         initial cards, and will not take another card. The player can         not lose the initial game wager at this point, as their total         can not exceed twelve, and they must wait for the dealer to         reveal and play the house's cards.     -   G. HIT—If the player is not satisfied with the sum total of the         two initial cards, and wishes to take another card face up to         add to their total.         -   1) If the HIT provides the player with a total higher than             twelve, the player loses the entire wagered amount. This             wager is taken by the house, and this player's cards are             removed from play immediately.         -   2) The player can take multiple HITS, as long as their sum             total remains under twelve.     -   H. RAISE—Under this option, the player must place down an         additional wager equal to a fixed amount (e.g., usually a         multiple or fraction of the original wager, such as two times         (2×) the original wager placed). After the RAISE wager has been         placed, the player must take at least one additional face up         card from the dealer (HIT), and could continue to take         additional face up cards (HITS) from the dealer, as long as the         player's sum total remains under twelve.     -   I. SPLIT—If the player is dealt two cards of equal value on the         first two cards dealt to that player, the player would have the         option of splitting these two cards into essentially two         separate hands. To do so the player would notify the dealer that         they wish to split the pair, and then place a wager equal to the         original wager next to the newly created hand. This is similar         to splitting in blackjack, but because of the equality of the         number of cards of each value, players will be allowed to take         multiple hits with each split card (whereas in blackjack,         usually a single hit is allowed when Aces are split), as long as         the player's total remains under twelve. Once a player splits,         they receive an additional face up card on one of the hands. The         player would then continue to play this hand with all options in         the play of the basic game still available.     -   J. After playing the first hand, the player plays the second         hand as described above.

Players should be allowed to SPLIT one time only. Multiple splitting may optionally be allowed or not allowed.

-   -   K. SURRENDER—After receiving their first two cards, the player         can (in essence) forfeit their hand. In doing so, the player         will lose half of their original wager, and the player's cards         will be taken out of play immediately. In surrendering the hand,         the player will not surrender their right to the DÉJÀ VU         BONUS™—DÉJÀ VU PROGRESSIVE™ portion of the game as described in         greater detail later on.

While playing their hand, according to the steps described above, the player must understand that they are playing head to head against the dealer with the sum total of twelve being the best hand, and the winner being the highest sum total not to exceed twelve. While the player can hit or stay on any total less than twelve, the dealer must hit on a sum total of nine or less, and must stay on a sum total of ten or higher.

After the DÉJÀ VU BONUS™—DÉJÀ VU PROGRESSIVE™ portion of the present invention is settled, and after all players at the table have had a chance to play their hand, the dealer reveals the house's face down card for all players to see. At this point instead of playing the house's cards, the DÉJÀ VU CRAPS™ portion of the game is settled. In essence, the sum of the house's first two cards is the roll of the dice. This portion of the game will be fully described later on in the description of the game of the invention. Once the DÉJÀ VU CRAPS™ portion of the game is settled, play continues as follows:

Additional Rules for Play of DÉJÀ VU TWELVE™

a) Rules for the house's hand

-   -   1) The house can never SPLIT.     -   2) The house can never DOUBLE DOWN.     -   3) The house must HIT and continue to take subsequent HITS on         any total equal to nine or lower.     -   4) The house must STAY on any total equal to ten or higher.     -   5) If the dealer's cards at any given time exceed a sum total of         twelve, the house loses and pays on a 1 to 1 basis, any player         who still has an active hand, including 1 to 1 on any RAISE         wagers placed as well. Players who attained a total of higher         than twelve, or chose to SURRENDER during the playing of their         hand have already lost, and their bets have already been secured         by the house.

b) Once the dealer has played the house's hand and has obtained an active hand for the house (a sum total of either ten, eleven, or twelve), the house's hand is compared to the players who have active hands. This comparison is done on a player by player basis, with each player going head to head against the house. Player's hands are not compared to or affected by any other player's hand.

c) When the comparison is done between the house's hand and the player's hand, the higher total will be declared the winner.

-   -   1) If the player has a total higher than the house, the dealer         will pay the player on a 1 to 1 basis of the original wager, and         on a 1 to 1 basis on the RAISE wager, if a RAISE wager was made         by the player on the hand.     -   2) If the dealer has the higher total, the player loses all         money (including any RAISE) wagered on that particular hand, the         dealer will secure the wager for the house.     -   3) If there is a tie between the player and the house, then the         player retains their original wager, and any RAISE wager placed.         There is no winner and there is no loser.

d) If the player receives two sixes on their first two cards:

-   -   1) This is called a NATURAL. This hand beats any dealer hand,         including a DEALER NATURAL.     -   2) The player automatically wins, and is paid 2 to 1 on the         original wager. The player's cards are removed from play         immediately.     -   3) The player will not surrender their right to the DÉJÀ VU         BONUS™—DÉJÀ VU PROGRESSIVE™ portion of the game of the invention         as described in greater detail later on.

All of the above information describes the action head to head (house versus the player). Once the dealer reveals the house's hidden card (face down card) from the original round of dealing, and before taking any additional cards, the DÉJÀ VU CRAPS™ game portion of the invention is settled. This portion or aspect of the game will be described in the next section.

Rules for Play of DÉJÀ VU CRAPS™

A) Each player is afforded the opportunity to place a wager on the table in a similar fashion to the standard wagers placed on a standard craps table. These areas will be duly identified and described below.

-   -   1. In essence, the dealer's first two cards represent the roll         of the dice. As there are seventy two cards in each standard         playing deck (multiple decks can be used), each single deck         represents one full set of dice. As two cards make up a pair of         dice (72 divided by 2 equals 36), and as there are 36 possible         outcomes for one standard deck fully dealt, there are a similar         36 possible outcomes on each and every roll of the dice in the         standard game of craps. Suits may or may not be used with the         cards to add other wagering features (e.g., special wagers on         suited events, such as suited naturals, suited seven counts,         other suited blackjack-type combinations, poker combinations, or         craps combinations such as hard-ways, craps, elevens, and the         like)     -   2. The rules of DÉJÀ VU CRAPS™ game apply to the dealer's first         two cards that are dealt. There will be place, buy, lay, come,         don't come, pass, don't pass, field, and a power box (2, 3, 11,         and 12).     -   3. Further descriptions and payouts for the DÉJÀ VU CRAPS™ game         portion of the game are as follows:         -   a) PASS LINE:         -   1) The player will lose on a dealer opening hand totaling 2,             3, or 12, and will lose all money wagered on this area.         -   2) The player will win on a dealer opening hand totaling 7             or 11, and will win on a 1 to 1 payout basis.         -   3) As you can see the player will either win or lose on a             deal of 2, 3, 7, 11, or 12. If none of these deals occur for             the dealer, then a POINT would be established, and these             numbers are as follows: 4, 5, 6, 8, 9, or 10. Assuming that             the dealer's hand established a POINT, the players with a             wager on the pass line would be hoping for the dealer on any             subsequent hand to obtain this same sum total of the POINT,             before obtaining a sum total of 7. Remember that the             dealer's first two cards only represent the total to be used             for the DÉJÀ VU CRAPS™ game portion of the invention. A             dealer's hand of anything other than the established POINT             or a 7 is irrelevant to players that have a wager on the             pass line area.

4) Also, the players who have wagered on the PASS LINE, may make an additional wager after the POINT is established, and before any subsequent dealing of the cards. This is called TAKING the odds, and the odds and payouts for this additional wager are as follows: POINT PAYOUT 6 or 8 6 to 5 5 or 9 3 to 2 4 or 10 2 to 1

-   -   -   5) Again, a player who wagered on the pass line, and made             this additional wager as well, would be looking for the             dealer to obtain a two card total on any subsequent hand to             total the established POINT. If this occurs, the player             would receive a payout of 1 to 1 on the original pass line             wager, and receive the odds as stated above for the             additional TAKING of the odds wager.         -   6) However, if after establishing the POINT, the dealer's             hand total 7 on any subsequent deal, and prior to the dealer             making the POINT as described above, the player would lose             all money wagered on the pass line, as well as all             additional money wagered on this particular established             POINT (the TAKING of the odds).         -   7) Once either the POINT is made, or the dealer's first two             cards total 7 after the POINT is established, all bets would             be settled, and this would signify the end of that portion             of play for that particular established POINT. The dealer on             the house's next hand would be looking to establish a “new”             POINT for the players. Basically a “new” session of DÉJÀ VU             CRAPS™ would begin for the players.

    -   b) DON'T PASS LINE:         -   1) This phase of the DÉJÀ VU CRAPS™ game (wagering area) for             the players is exactly the opposite of that described for             the PASS LINE section as described above. The only major             difference (again realizing that pass line is opposite of             don't pass line) is that players wagering on the DON'T PASS             LINE do not win if the dealer's opening deal is a 12,             whereas PASS LINE players do in fact lose if the dealer's             opening deal is a 12.         -   2) A wager placed on this area of the table by the player,             would take on a payout similar to the PASS LINE, and would             be 1 to 1 if the dealer's opening hand (before the point is             established) is a 2 or 3. However, if the dealer's opening             deal is a 7 or 11, then the player would lose all of his or             her wager on this area of the table. Once again, an opening             deal of 12 would mean nothing to the players who have             wagered on the DON'T PASS LINE.         -   3) Working in a similar (but opposite) fashion as the PASS             LINE, once the POINT is established, the player wagering on             the DON'T PASS LINE would be looking for the dealer to             obtain a total of 7 on subsequent deals, before retaining a             total equal to the established POINT. If the dealer on any             subsequent hand attains a total of 7 before attaining the             established POINT, the player would win and would receive a             payout of 1 to 1 on the initial DON'T PASS LINE wager.

4) Just like the PASS LINE player has the opportunity to place an additional wager down once the POINT is established, the DON'T PASS LINE player is afforded the same opportunity. The DON'T PASS LINE player can LAY the odds, and the odds and payouts for this additional wager are as follows: POINT PAYOUT 6 or 8 5 to 6 5 or 9 2 to 3 4 or 10 1 to 2

-   -   -   5) Again, the player who wagered on the DON'T PASS LINE, and             made this additional wager, would be looking for the dealer             to obtain a two card total on any subsequent hand of seven.             If this occurs, the player would receive a payout of 1 to 1             on the original DON'T PASS LINE wager, and receive the odds             as stated above for the additional laying of the odds wager.         -   6) However, after establishing the POINT, if on any             subsequent deal, the dealer's first and next two cards total             equals the established POINT, and prior to the dealer             obtaining a first two card total of 7 as described above,             the player would lose all money wagered on the DON'T PASS             LINE, as well as any and all additional money wagered on             this particular established POINT (the LAYING of the odds).         -   7) Once either the POINT is made, or the dealer's first two             cards total 7 after the POINT is established, all bets would             be settled, and this would signify the end of that portion             or play for that particular established POINT. The dealer on             the house's next hand would be looking to establish a “new”             POINT for the players. Basically a “new” session of DÉJÀ VU             CRAPS™ would begin for the players.         -   8) Players wagering on the DON'T PASS LINE can take their             entire wager (including any LAY wager placed) down at any             time during the course of play, as long as there have been             no cards dealt.

    -   c) COME and DON'T COME (these areas will be described together,         and can only be made after the POINT has been established):         -   1) The COME area is similar to the PASS LINE wager (refer to             the PASS LINE description of play). However, these wagers             can only be placed after the POINT is established. In             essence any and all players making a COME wager, are looking             for the dealer to in essence establish another POINT for             them. All of the same rules apply as far as deals of 2, 3,             7, 11, or 12 are concerned. Furthermore, all of the same             rules apply as far as this additional POINT is concerned.         -   2) The DON'T COME area is similar to the DON'T PASS LINE             wager (refer to the DON'T PASS LINE description of play).             However, these wagers can only be placed after the POINT is             established. In essence any and all players making a DON'T             COME wager, are looking for the dealer to establish another             additional point for them. All of the same rules apply as             far as deals of 2, 3, 7, 11, or 12 are concerned.             Furthermore, all of the same rules apply as far as this             additional POINT is concerned.

    -   d) FIELD:         -   1) Players may also play the FIELD. This is a one deal wager             where the player receives a 1 to 1 payout if the dealer's             first two cards on the very next deal total 3, 4, 9, 10,             or 11. Some casinos will replace the 9 with the 5 and vice             versa. This is a choice reserved by the house, and does not             impact the integrity of the game of the invention. Whether             the number 5 or 9 is included in the field, would be             pre-established, and noted on each and every table so that             all players would be fully aware of the numbers making up             the FIELD wager.

2) Also included in the FIELD wager and payout would be a dealer total of 2 or 12 on the dealer's first two cards of the very next deal. Under these scenarios, the payout would be as follows: NUMBER PAYOUT 2 2 to 1 12 3 to 1

-   -   -   3) The FIELD wager is a one deal wager, and the player will             win as described above. However, any other first two card             total obtained by the dealer (other than that identified by             the FIELD and displayed on the table layout) will result in             a player loss of the entire wager placed. All of the field             wagers are settled on each and every round of dealing.             Hence, a one deal wager, with the player either winning or             losing on each deal.

    -   e) PLACE (or BUY) and LAY wagering:         -   1) PLACE (or BUY) wagering:             -   a. A player wishing to PLACE a wager on any of the                 following numbers: 4, 5, 6, 8, 9, or 10, may do so at                 any time, and before any cards are dealt for a                 particular round of dealing.             -   b. Players placing (or buying) a wager on a particular                 number are looking for the dealer's first two cards on                 any subsequent deal to total the number the wager was                 placed on.             -   c. This wager will remain active until such time that                 the dealer's first and next two cards total the number                 the wager was placed on, or a 7. Any other total                 obtained by the dealer would be irrelevant to the player                 making this wager, and the wager would remain on the                 table, unless the player indicates to take the wager                 down (or turn the wager off). The player can take their                 wager down (or turn off their wager) at any time during                 the course of play, as long as no cards have been dealt                 to begin a new round of dealing.

d. If the dealer's first and next two cards total the number the player placed the wager, then the player would win and be paid according to the below payout table: PLACE BUY (plus 5%) NUMBER PAYOUT PAYOUT 4 or 10 9 to 5 2 to 1 5 or 9 7 to 5 3 to 2 6 or 8 7 to 6 6 to 5

-   -   -   -   e. However, if the dealer's first and next two cards                 total a seven, any and all players who have made a PLACE                 (or BUY) wager would lose the entire amount wagered.                 Remembering that all other numbers aside from a 7 or the                 number the PLACE (or BUY) wager was made are                 inconsequential to this wager, and the wager will remain                 active for the next round of dealing, unless the player                 decides to take the wager down (or turn the wager off).             -   f. A player BUYING a number would have to place a                 desired wager plus 5% to obtain the odds in the far                 right column as stated in section d. above. The                 additional 5% would go directly to the house. Therefore,                 if the player desired to BUY the 5 for $10.00, they                 would have to give the dealer $10.50. The $10.00 would                 be placed on the 5, and the player would receive a                 payout of 3 to 2 on this $10.00, should the player win.                 The $0.50 would be retained by the house, and will not                 be included in any payout calculation.

        -   2) LAY wagering:             -   a. A player wishing to LAY a wager on any of the                 following numbers: 4, 5, 6, 8, 9, or 10, may do so at                 any time, and before any cards are dealt for a                 particular round of dealing.             -   b. Players laying a wager on a particular number are                 looking for the dealer's first two cards on any                 subsequent roll to total a 7.             -   c. This wager will remain active until such time that                 the dealer's first and next two cards total the number                 the wager was placed on, or a 7. Any other total                 obtained by the dealer would be irrelevant to the player                 making this wager, and the wager would remain on the                 table, unless the player indicates to take the wager                 down. The player can take their wager down at any time                 during the course of play, as long as no cards have been                 dealt to begin a new round of dealing.

d. If the dealer's first and next two cards total 7, then the player would win, and be paid according to the below payout table: NUMBER LAY (plus 5%) PAYOUT 4 or 10 1 to 2 5 or 9 2 to 3 6 or 8 5 to 6

-   -   -   -   e. However, if the dealer's first and next two cards                 total the number the LAY wager was placed on, the player                 loses the entire amount wagered. Remembering that all                 other numbers aside from a 7 or the number the LAY wager                 was made are inconsequential to this wager, and the                 wager will remain active for the next round of dealing,                 unless the player decides to take the wager down (or                 turn the wager off).             -   f. A player LAYING a number would have to place down a                 desired wager plus 5%. The additional 5% would go                 directly to the house. Therefore, if the player desired                 to LAY the 5 for $10.00, they would have to give the                 dealer $10.50. The $10.00 would be placed behind the 5,                 and the player would receive a payout of 2 to 3 on this                 $10.00, should the player win. The $0.50 would be                 retained by the house, and will not be included in any                 payout calculation.                 DÉJÀ VU POWER BOX™:

1) This is a one deal playing area, where a wager placed in this area would be impacted by the sum of the first two cards that the dealer attains at the beginning of any dealing round.

2) The wager must be placed before any cards are dealt to any of the players at the table, and including the dealer.

-   -   a. The player may place a wager on the following:         -   1. Any one number individually.         -   2. On a line which divides two numbers.         -   3. At the intersection of all four numbers.     -   b. The player will lose all money wagered on any of the areas in         the DÉJÀ VU POWER BOX™, if the sum of the dealer's first two         cards is any sum other than a 2, 3, 11, or 12. Additionally, the         player would lose all money wagered if the sum of the dealer's         first two cards is any sum other than the number or numbers in         which his or her wager was placed on, or touches on the DÉJÀ VU         POWER BOX™.

c. The player can only win if the sum of the dealer's first two cards is the exact number his or her wager was placed on, or touches on the DÉJÀ VU POWER BOX™, with the payouts being as follows: WAGER PLACED PAYOUT  2 33 to 1 12 33 to 1  3 16 to 1 11 16 to 1  2 & 12 16 to 1  2 & 3 10 to 1 11 & 12 10 to 1  3 & 11  7 to 1 2, 3, 11, & 12  4 to 1

-   -   d. All odds and payouts must be clearly marked on the table so         that all players are aware of the exact odds and payouts for         each wager placed.         C. DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ area of the game:

1. This section of the game can be implemented by the house if they so desire to offer a PROGRESSIVE PAYOUT (BONUS PAYOUT) to the players. If the house does not wish to offer this aspect of the game, than this section of the invention will not apply. However, if the house chooses to offer their players this part of the invention then the following terms, rules, conditions, will apply to this portion of game play of the invention as described in greater detail below.

-   -   a) In each standard deck of seventy-two cards, there will be one         set of six cards numbered 1 through 6 that will be         differentiated from the other sixty-six cards for that one         specific deck. Therefore, the deck where the house offers the         DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ option will contain eleven         groups of cards numbered 1 through 6 (66 cards in total), and         one group of SPECIAL (wild) cards numbered 1 through 6 (6 cards         in total). All seventy-two cards will be used in play.     -   b) Multiple decks (three or more) must be used by the house in         implementing this portion of the invention, and each deck will         contain sixty-six REGULAR cards, and six SPECIAL (wild) cards as         described above.     -   c) The SPECIAL cards are used only for the purposes of the DÉJÀ         VU PROGRESSIVE™—DÉJÀ VU BONUS™ section of the game of the         invention. These SPECIAL (wild) cards do not impact the DÉJÀ VU         12™ game or DÉJÀ VU CRAPS™ game portions of the invention.     -   d) These SPECIAL (wild) cards only impact the players whom have         chosen to wager on this area of the table.     -   e) Players who have chosen not to wager on this portion of the         invention will not be affected by these SPECIAL (wild) cards.     -   f) The DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ wagering option is         available to each player before any cards are dealt to start the         DÉJÀ VU 12™ game or the DÉJÀ VU CRAPS™ game portion of the         invention. Players would have to place a wager on the area         designated for the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ option,         to be eligible for this payout. After these wagers are placed,         and before any cards are dealt, the house will identify any and         all players choosing this wagering option.     -   g) This is a one deal playing area, where a wager placed in this         area will only be impacted by the first two cards that the         player attains at the beginning of any dealing round, and the         dealer's up card at the beginning of that same dealing round.         All other cards dealt during the round do not impact this         portion of the invention.     -   h) Furthermore, this bonus option only impacts the player's         payout as designated by the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™         area of the game of the invention, and does not have a material         impact to the overall play of the games of the invention.     -   i) The house may or may not require the player to play at the         table minimums in each portion of the invention, both DÉJÀ VU         12™ game and the DÉJÀ VU CRAPS™ game to be eligible to play in         the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ area.

j) There are three payout tables for this portion of the invention, and these tables can be viewed below: 1) PAY TABLE A a. ANY one special card    1 to 1 b. ANY two special cards    8 to 1 c. ANY pair of special cards    25 to 1 d. ANY three special cards   250 to 1 e. ANY pair of special cards   500 to 1 with any other special card f. ANY three of a kind special cards 10,000 to 1

2) PAY TABLE B a. ANY one special card    2 to 1 b. ANY two special cards    8 to 1 c. ANY pair of special cards   25 to 1 d. ANY three special cards   125 to 1 e. ANY pair of special cards   200 to 1 with any other special card f. ANY three of a kind special cards 1,000 to 1

3) PAY TABLE C a. ANY one special card  2 to 1 b. ANY two special cards  10 to 1 c. ANY pair of special cards  25 to 1 d. ANY three special cards 125 to 1 e. ANY pair of special cards 200 to 1 with any other special card f. ANY three of a kind special cards 500 to 1

-   -   k) Although there are specific payout tables described herein,         it is possible that a separate JACKPOT for each number 1 through         6 is made available. In essence there would be a JACKPOT paid         for each specific ANY three of a kind special card combination.         This JACKPOT would be progressive (DÉJÀ VU PROGRESSIVE™) in         nature, and therefore, all JACKPOT payouts could be extremely         different.     -   l) These JACKPOT amounts would be posted at each any every table         offering the JACKPOT portion of this invention.     -   m) The JACKPOTS would grow in size over time as a percentage of         each wager that is placed on this portion of the invention would         be added to each of the 6 JACKPOTS (numbers 1 through 6)         equally.     -   n) The player assuming they qualify for the DÉJÀ VU         PROGRESSIVE™—DÉJÀ VU BONUS™ option would receive a payout equal         to the level attained, and not all levels.     -   o) If neither of the player's first two cards or the dealer's up         card is a SPECIAL card for that specific round of play, then the         player wagering on this area of the invention would lose the         entire wager, and wager would be secured by the house.     -   p) A player receiving two SPECIAL cards, will still be afforded         the options of SPLITTING, HITTING, RAISING, or SURRENDERING         their cards without affecting their DÉJÀ VU PROGRESSIVE™—DÉJÀ VU         BONUS™ option, as a full settlement of this section of the         invention is made prior to the player making any of these         decisions.     -   q) The DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ option only applies         to the first two cards that the player attains at the beginning         of any dealing round, and the dealer's up card at the beginning         of that same dealing round. Therefore, once a hand is SPLIT, the         player will not be afforded the same payouts on the “newly”         created hands under this section of the invention.

The benefits of this game over the conventional methods of blackjack and craps are numerous. There are PLAYER advantages and HOUSE advantages which will be described in greater detail below.

Player Advantages:

1. Many players are intimidated by the game of craps due to the complexity of the table. This invention will simplify the game by maintaining the basic wagering structure of conventional craps. Ultimately this will teach the basics of craps to the novice (beginning) player in a more controlled environment, and would ultimately prepare them to advance and play the conventional game of craps as known today. The player upon learning these basics, will become more educated, and would be a more well balanced, versatile, and experienced player.

2. Simply due to the nature of the invention and the essence of double gaming on one specific table, this will give the player the sense of multiple action at all times. This builds excitement within the player, and also gives the player more options and ways to win. This is good for the house as well.

3. As the table has multiple aspects, table minimums could (at the discretion of the house) be generally lower than those usually established for the typical blackjack table.

4. Another advantage to this invention is the fact that the players will be able to sit down to play at all tables at all times. This is extremely important for both the elderly and handicapped players. The comfort and accessibility provided will be superior to the current method of craps which is played today. Although there are handicapped accessible craps tables, casinos rarely have them in their establishment. Simply put, this invention can be played by any person, who is of legal age to enter and wager in a casino setting.

5. All action is directly in front of the player. The dealer's cards will be centered and clearly visible to all players at all times.

6. Again due to the multiple nature of the invention, if the player is constantly getting bad cards or hands, this may be acceptable. There are still multiple ways to win. This gives the player a feeling of chance, as they have the DÉJÀ VU 12™ game, DÉJÀ VU CRAPS™ game, and DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ portions of the invention on each and every hand that is dealt.

7. The player may feel in more control of the cards, as they may get the feeling of manipulating the cards by taking hits, passing, splitting, etc.

B. House Advantages:

1. The house can maximize their floor space. By basically combining the essential elements of two games into one game, the house will be better able to utilize the space within the gaming area.

2. Multiple action (refer to PLAYER ADVANTAGE 2.), this gives the dealer more ways to win, and secure money for the house.

3. By teaching the basic concepts of craps in a more controlled environment, more casino goers will understand the game of craps, and could then apply these newly found skills to the conventional method of craps. By educating the player, this will enliven and equip them to become a more versatile player (refer to PLAYER ADVANTAGES 1.).

4. The concept by which this invention was based takes two established and successful games, and:

-   -   a. Allows the casino to offer more gaming options to the players         to which they already have a general understanding of how to         both play and wager. The learning curve on the invention will be         easy and fast for the player. Allowing them to get right into         the action, and enjoy the excitement.     -   b. The skill sets that many professional dealers already         possess, can     -   c. be carried over to this invention. Although the house will     -   d. certainly conduct training classes, the skills required to         deliver the     -   e. invention to the players are basic skills that many dealers         already     -   f. have, or could be easily acquired.

5. Just as the deck of card represents a set of dice in the play of DÉJÀ VU CRAPS™, similarly these cards could be used and sold in the after market as a boxed set of dice. Children could then use these cards in the play of games that require dice to be used. The utilization of these cards (in the place of dice) would significantly reduce the choking hazard risk associated with a standard set of dice. Furthermore, children would be able to recognize these numbers more easily than they would the patterns on a standard set of dice. As children become older, they could establish rules themselves for the SPECIAL or WILD cards in each deck. For example if the draw was a SPECIAL or WILD card, it could mean: that you could move another opponent the indicated number, move yourself either backward or forward the indicated number, count it as a 2× (or some other multiple), or you simply get an extra turn.

The games of the invention can be dealt by the house with a single or multiple decks. However, if a single deck is used, the house can not offer the progressive payout option for the implementation of a single deck game. The house could only offer the DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ option of the invention if they used three or more decks of cards. The invention can be delivered to the player through the use of a single dealer or multiple dealers. The invention can be delivered to the player through the use of automated shuffling machines, systems, or through a manual shuffle by the dealer with the cards being subsequently delivered to the players out of a dealer shoe. An automatic (continuous) shuffler, such as those shufflers provided by Shuffle Master, Inc. for multiple standard card decks would be extremely useful in delivering this invention to the player.

The house reserves the right to deliver the game in any way or fashion that suits their need. The way that the house delivers the invention to the player does not materially, substantially, or in any other way affect the integrity of the game of the invention. The invention on its own merit warrants any type of delivery method the house may wish to use, implement, or adopt to deliver the invention to the player. The invention itself will not be altered or compromised by the type of delivery method the house desires to use, implement, or adopt.

Although referenced throughout the above description of tandem play (playing the games at the same time, with the same decks of cards), please let it be noted that DEJA VU 12™ and DÉJÀ VU PROGRESSIVE™—DÉJÀ VU BONUS™ could and can stand alone. Meaning that DEJA VU 12™ and DÉJÀ VU PROGRESSIVE™—DÉJÀVU BONUS™ portions of the game can be played independent from DEJA VU CRAPS™.

As with any game which is implemented by the house, cheats will not be tolerated, and will be handled accordingly. Entering a casino is a privilege, and the casino may reserve the right to ban certain individuals from the premises, including but not limited to known and newly discovered card counters, cheats, slight of hand experts, etc.

The DÉJÀ VU™ table game and its respective bonus games and events may be played in a purely electronic format. Cards may be electronically provided, wagers may be placed electronically, odds calculated and paid electronically, wins and losses determined electronically, and all record keeping and credit keeping steps in the game may be performed and stored in a processor. An electronic craps game presently is commercialized and could be converted to DÉJÀ VU™ games by simple imaging and software conversions of the craps game.

FIG. 1A shows a standard, non-bonus card 2 having an indicia-bearing surface 4, small, corner marking indicia 6 and a large central indicia 8.

FIG. 1B shows a bonus event card 20, having an indicia-bearing surface 22, corner indicia 24, and a central large indicia 28. The small corner indicia 24 are shown with surrounding colored field 26 indicating a Déjà VU™ bonus event, and a similar, larger filed 30 is shown on the center indicia 28. An edge bar code 32 (or other equivalent additional readable information may be provided on the cards to enhance their machine readable capability, if optics and software are not able to read the indicia 24 or 28.

FIG. 2 shows a table 100 layout for use in one non-limiting variant of the games described herein. There is a general surface area 102 on the table 100 that carries betting regions 104 (only four areas are shown for convenience), shuffling machine or card delivery shoe 106, card discard rack or tray 108, dealer card placement area 110, point indication area 112, Field area 114, Pass Line 116, Don't Pass line 118, point marker 120 and a placed wager 122.

Although specific details have been provided in the description of the play of the present games, those skilled in the art will appreciate that alternatives, equivalents and other variations are still within the general teachings of the invention. The specific teachings should not be considered as absolutely limiting in the scope of the invention. For example, smart tables are now being developed in which video screens portray all cards being played in a virtual format. Both dealer's cards and player's cards are provided in image form, with the software in a computer(s) managing all elements of the game, including rules, card randomness, wagering, crediting payouts, simulating dealers, and the like. 

1. A method of playing a casino table card game comprising: providing a deck comprising at least 36 cards evenly distributed with count values between 1 and 6; players placing at least one mandatory wager on a base value counting game to participate in the base game; providing each player who has made a mandatory wage with two cards; providing a dealer with two cards; allowing the player to receive additional cards, with or without additional wagers being made, until a) the player stands with existing cards in the player's hand or b) the total count of cards in the player's hand exceeds a count of 12; the dealer receiving additional cards while a dealer's hand count is 9 or less, and standing when the dealer's hand count is 10 or more; and resolving the mandatory wager by paying a player whose hand has a total count of 12 or less and a) whose hand has a higher count than the count in the dealer's hand or b) the dealer's count has exceeded 12; declaring a push when the total count in a player's hand is identical to the total count in the dealer's hand; and the dealer claiming at least the mandatory wager when the player's total count exceeds 12 or when the player's total count is less than the dealer's total hand count of 12 or less
 2. The method of claim 1 wherein at least one player places an optional wager on a craps-type card game to participate in the craps-type card game in which dealer's first two cards act as equivalents to a roll of dice in craps.
 3. The method of claim 1 wherein at least one player places an optional wager on a bonus payout area, which is affected by the player's initial two cards and the dealer's up card.
 4. The method of claim 1 wherein the deck comprises 72 cards without a wild card present in the deck.
 5. The method of claim 1 wherein the deck comprises seventy-two cards containing eleven groups of cards each numbered 1 through 6, and one group of special or wild cards each numbered 1 through
 6. 6. The method of claim 2 wherein the deck comprises 72 cards without a wild card present in the deck.
 7. The method of claim 2 wherein the deck comprises seventy-two cards containing eleven groups of cards each numbered 1 through 6, and one group of special or wild cards each numbered 1 through
 6. 8. The method of claim 1 wherein in the play of the base game, a player is allowed to split hands of equal count cards into two separate hands.
 9. The method of claim 1 wherein in the play of the base game, a player wins against all dealer hands with a first hand consisting of two cards, each with a 6 count value.
 10. The method of claim 2 wherein in the play of the base game, a player is allowed to split hands of equal count cards into two separate hands.
 11. The method of claim 2 wherein in the play of the base game, a player wins against all dealer hands with a first hand consisting of two cards, each with a 6 count value.
 12. The method of claim 2 wherein the optional wager includes the possibility of multiple wagers in the craps-type game selected from the group consisting of PASS and DON'T PASS, COME and DON'T COME bet, FIELD bet, PLACE, BUY, LAY, CRAPS bet, initial count of 2 in the dealer's hand, initial count of 3 in the dealer's hand, initial count of 12 in the dealer's hand, initial count of 7 in the dealer's hand, and initial count of 11 in the dealer hand.
 13. The method of claim 6 wherein the optional wager includes the possibility of multiple wagers in the craps-type game selected from the group consisting of PASS and DON'T PASS, COME and DON'T COME bet, FIELD bet, PLACE, BUY, LAY, CRAPS bet, initial count of 2 in the dealer's hand, initial count of 3 in the dealer's hand, initial count of 12 in the dealer's hand, initial count of 7 in the dealer's hand, and initial count of 11 in the dealer hand.
 14. The method of claim 3 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 15. The method of claim 5 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 16. The method of claim 7 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 17. The method of claim 8 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 18. The method of claim 9 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 19. The method of claim 10 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 20. The method of claim 11 wherein the player will win and be paid on any combination of the player's first two cards and the dealer's up card being any one of the following: any one special (wild) card, any two special (wild) cards, any pair of special (wild) cards, any three special (wild) cards, any pair of special (wild) cards with any other special (wild) card, or any three of a kind special (wild) cards.
 21. The method of claim 1 played as an electronic table game wherein at least all wagers, payouts and odds calculations are processed by a processor, and winnings and losses are electronically recorded. 